#### Enspelled Staff (Level 2) Staff, weapon, rare (requires attunement by a Spellcaster), simple weapon, melee weapon, 4 lb. 1d6 Bludgeoning Versatile (1d8) Mastery: Topple --- Bound into this staff is a level 2 spell. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff 's last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical *Quarterstaff*. The spell's saving throw DC is 13, and its attack bonus is +5. ***Versatile.*** A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. ***Mastery: Topple.*** If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. --- #### Enspelled Staff (Level 2) Staff, weapon, rare (requires attunement by a Spellcaster), simple weapon, melee weapon, 4 lb. 1d6 Bludgeoning Versatile (1d8) Mastery: Topple --- Bound into this staff is a level 2 spell. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff 's last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical *Quarterstaff*. The spell's saving throw DC is 13, and its attack bonus is +5. ***Versatile.*** A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. ***Mastery: Topple.*** If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. ---